/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Reflection; using log4net; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Framework.Client; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Framework.Console; using OpenSim.Region.Physics.Manager; using Mono.Addins; [assembly: Addin("RegionCombinerModule", "0.1")] [assembly: AddinDependency("OpenSim", "0.5")] namespace OpenSim.Region.RegionCombinerModule { [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")] public class RegionCombinerModule : ISharedRegionModule, IRegionCombinerModule { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); public string Name { get { return "RegionCombinerModule"; } } public Type ReplaceableInterface { get { return null; } } /// /// This holds the root regions for the megaregions. /// /// /// Usually there is only ever one megaregion (and hence only one entry here). /// private Dictionary m_regions = new Dictionary(); /// /// Is this module enabled? /// private bool enabledYN = false; /// /// The scenes that comprise the megaregion. /// private Dictionary m_startingScenes = new Dictionary(); public void Initialise(IConfigSource source) { IConfig myConfig = source.Configs["Startup"]; enabledYN = myConfig.GetBoolean("CombineContiguousRegions", false); if (enabledYN) { MainConsole.Instance.Commands.AddCommand( "RegionCombinerModule", false, "fix-phantoms", "fix-phantoms", "Fixes phantom objects after an import to megaregions", FixPhantoms); } } public void Close() { } public void AddRegion(Scene scene) { if (enabledYN) scene.RegisterModuleInterface(this); } public void RemoveRegion(Scene scene) { } public void RegionLoaded(Scene scene) { if (enabledYN) { RegionLoadedDoWork(scene); scene.EventManager.OnNewPresence += NewPresence; } } public bool IsRootForMegaregion(UUID regionId) { lock (m_regions) return m_regions.ContainsKey(regionId); } public Vector2 GetSizeOfMegaregion(UUID regionId) { lock (m_regions) { if (m_regions.ContainsKey(regionId)) { RegionConnections rootConn = m_regions[regionId]; return new Vector2((float)rootConn.XEnd, (float)rootConn.YEnd); } } throw new Exception(string.Format("Region with id {0} not found", regionId)); } private void NewPresence(ScenePresence presence) { if (presence.IsChildAgent) { byte[] throttleData; try { throttleData = presence.ControllingClient.GetThrottlesPacked(1); } catch (NotImplementedException) { return; } if (throttleData == null) return; if (throttleData.Length == 0) return; if (throttleData.Length != 28) return; byte[] adjData; int pos = 0; if (!BitConverter.IsLittleEndian) { byte[] newData = new byte[7 * 4]; Buffer.BlockCopy(throttleData, 0, newData, 0, 7 * 4); for (int i = 0; i < 7; i++) Array.Reverse(newData, i * 4, 4); adjData = newData; } else { adjData = throttleData; } // 0.125f converts from bits to bytes int resend = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4; int land = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4; int wind = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4; int cloud = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4; int task = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4; int texture = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); pos += 4; int asset = (int)(BitConverter.ToSingle(adjData, pos) * 0.125f); // State is a subcategory of task that we allocate a percentage to //int total = resend + land + wind + cloud + task + texture + asset; byte[] data = new byte[7 * 4]; int ii = 0; Buffer.BlockCopy(Utils.FloatToBytes(resend), 0, data, ii, 4); ii += 4; Buffer.BlockCopy(Utils.FloatToBytes(land * 50), 0, data, ii, 4); ii += 4; Buffer.BlockCopy(Utils.FloatToBytes(wind), 0, data, ii, 4); ii += 4; Buffer.BlockCopy(Utils.FloatToBytes(cloud), 0, data, ii, 4); ii += 4; Buffer.BlockCopy(Utils.FloatToBytes(task), 0, data, ii, 4); ii += 4; Buffer.BlockCopy(Utils.FloatToBytes(texture), 0, data, ii, 4); ii += 4; Buffer.BlockCopy(Utils.FloatToBytes(asset), 0, data, ii, 4); try { presence.ControllingClient.SetChildAgentThrottle(data); } catch (NotImplementedException) { return; } } } private void RegionLoadedDoWork(Scene scene) { /* // For testing on a single instance if (scene.RegionInfo.RegionLocX == 1004 && scene.RegionInfo.RegionLocY == 1000) return; // */ lock (m_startingScenes) m_startingScenes.Add(scene.RegionInfo.originRegionID, scene); // Give each region a standard set of non-infinite borders Border northBorder = new Border(); northBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<--- northBorder.CrossDirection = Cardinals.N; scene.NorthBorders[0] = northBorder; Border southBorder = new Border(); southBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //---> southBorder.CrossDirection = Cardinals.S; scene.SouthBorders[0] = southBorder; Border eastBorder = new Border(); eastBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, (int)Constants.RegionSize); //<--- eastBorder.CrossDirection = Cardinals.E; scene.EastBorders[0] = eastBorder; Border westBorder = new Border(); westBorder.BorderLine = new Vector3(0, (int)Constants.RegionSize, 0); //---> westBorder.CrossDirection = Cardinals.W; scene.WestBorders[0] = westBorder; RegionConnections newConn = new RegionConnections(); newConn.ConnectedRegions = new List(); newConn.RegionScene = scene; newConn.RegionLandChannel = scene.LandChannel; newConn.RegionId = scene.RegionInfo.originRegionID; newConn.X = scene.RegionInfo.RegionLocX; newConn.Y = scene.RegionInfo.RegionLocY; newConn.XEnd = (int)Constants.RegionSize; newConn.YEnd = (int)Constants.RegionSize; lock (m_regions) { bool connectedYN = false; foreach (RegionConnections rootConn in m_regions.Values) { #region commented /* // If we're one region over +x +y //xxy //xxx //xxx if ((((int)conn.X * (int)Constants.RegionSize) + conn.XEnd == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int) Constants.RegionSize)) - ((conn.X * (int) Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int) Constants.RegionSize)) - ((conn.Y * (int) Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd + conn.XEnd; m_log.DebugFormat("Scene: {0} to the northwest of Scene{1}. Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ /* //If we're one region over x +y //xxx //xxx //xyx if ((((int)conn.X * (int)Constants.RegionSize) == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd; m_log.DebugFormat("Scene: {0} to the north of Scene{1}. Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ /* // If we're one region over -x +y //xxx //xxx //yxx if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) - conn.YEnd == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd + conn.XEnd; m_log.DebugFormat("Scene: {0} to the northeast of Scene. Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ /* // If we're one region over -x y //xxx //yxx //xxx if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd; extents.X = conn.XEnd + conn.XEnd; m_log.DebugFormat("Scene: {0} to the east of Scene{1} Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ /* // If we're one region over -x -y //yxx //xxx //xxx if ((((int)conn.X * (int)Constants.RegionSize) - conn.XEnd == (regionConnections.X * (int)Constants.RegionSize)) && (((int)conn.Y * (int)Constants.RegionSize) + conn.YEnd == (regionConnections.Y * (int)Constants.RegionSize))) { Vector3 offset = Vector3.Zero; offset.X = (((regionConnections.X * (int)Constants.RegionSize)) - ((conn.X * (int)Constants.RegionSize))); offset.Y = (((regionConnections.Y * (int)Constants.RegionSize)) - ((conn.Y * (int)Constants.RegionSize))); Vector3 extents = Vector3.Zero; extents.Y = regionConnections.YEnd + conn.YEnd; extents.X = conn.XEnd + conn.XEnd; m_log.DebugFormat("Scene: {0} to the northeast of Scene{1} Offset: {2}. Extents:{3}", conn.RegionScene.RegionInfo.RegionName, regionConnections.RegionScene.RegionInfo.RegionName, offset, extents); scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset, extents); connectedYN = true; break; } */ #endregion // If we're one region over +x y //xxx //xxy //xxx if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY >= newConn.PosY) { connectedYN = DoWorkForOneRegionOverPlusXY(rootConn, newConn, scene); break; } // If we're one region over x +y //xyx //xxx //xxx if (rootConn.PosX >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY) { connectedYN = DoWorkForOneRegionOverXPlusY(rootConn, newConn, scene); break; } // If we're one region over +x +y //xxy //xxx //xxx if (rootConn.PosX + rootConn.XEnd >= newConn.PosX && rootConn.PosY + rootConn.YEnd >= newConn.PosY) { connectedYN = DoWorkForOneRegionOverPlusXPlusY(rootConn, newConn, scene); break; } } // If !connectYN means that this region is a root region if (!connectedYN) { DoWorkForRootRegion(newConn, scene); } } // Set up infinite borders around the entire AABB of the combined ConnectedRegions AdjustLargeRegionBounds(); } private bool DoWorkForOneRegionOverPlusXY(RegionConnections rootConn, RegionConnections newConn, Scene scene) { Vector3 offset = Vector3.Zero; offset.X = newConn.PosX - rootConn.PosX; offset.Y = newConn.PosY - rootConn.PosY; Vector3 extents = Vector3.Zero; extents.Y = rootConn.YEnd; extents.X = rootConn.XEnd + newConn.XEnd; rootConn.UpdateExtents(extents); m_log.DebugFormat( "[REGION COMBINER MODULE]: Root region {0} is to the west of region {1}, Offset: {2}, Extents: {3}", rootConn.RegionScene.RegionInfo.RegionName, newConn.RegionScene.RegionInfo.RegionName, offset, extents); scene.BordersLocked = true; rootConn.RegionScene.BordersLocked = true; RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; ConnectedRegion.RegionScene = scene; rootConn.ConnectedRegions.Add(ConnectedRegion); // Inform root region Physics about the extents of this region rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); // Inform Child region that it needs to forward it's terrain to the root region scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero); // Extend the borders as appropriate lock (rootConn.RegionScene.EastBorders) rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (rootConn.RegionScene.NorthBorders) rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (rootConn.RegionScene.SouthBorders) rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (scene.WestBorders) { scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West // Trigger auto teleport to root region scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX; scene.WestBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY; } // Reset Terrain.. since terrain loads before we get here, we need to load // it again so it loads in the root region scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); // Unlock borders rootConn.RegionScene.BordersLocked = false; scene.BordersLocked = false; // Create a client event forwarder and add this region's events to the root region. if (rootConn.ClientEventForwarder != null) rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene); return true; } private bool DoWorkForOneRegionOverXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene) { Vector3 offset = Vector3.Zero; offset.X = newConn.PosX - rootConn.PosX; offset.Y = newConn.PosY - rootConn.PosY; Vector3 extents = Vector3.Zero; extents.Y = newConn.YEnd + rootConn.YEnd; extents.X = rootConn.XEnd; rootConn.UpdateExtents(extents); scene.BordersLocked = true; rootConn.RegionScene.BordersLocked = true; RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; ConnectedRegion.RegionScene = scene; rootConn.ConnectedRegions.Add(ConnectedRegion); m_log.DebugFormat( "[REGION COMBINER MODULE]: Root region {0} is to the south of region {1}, Offset: {2}, Extents: {3}", rootConn.RegionScene.RegionInfo.RegionName, newConn.RegionScene.RegionInfo.RegionName, offset, extents); rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero); lock (rootConn.RegionScene.NorthBorders) rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (rootConn.RegionScene.EastBorders) rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (rootConn.RegionScene.WestBorders) rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (scene.SouthBorders) { scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX; scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY; } // Reset Terrain.. since terrain normally loads first. //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); scene.BordersLocked = false; rootConn.RegionScene.BordersLocked = false; if (rootConn.ClientEventForwarder != null) rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene); return true; } private bool DoWorkForOneRegionOverPlusXPlusY(RegionConnections rootConn, RegionConnections newConn, Scene scene) { Vector3 offset = Vector3.Zero; offset.X = newConn.PosX - rootConn.PosX; offset.Y = newConn.PosY - rootConn.PosY; Vector3 extents = Vector3.Zero; // We do not want to inflate the extents for regions strictly to the NE of the root region, since this // would double count regions strictly to the north and east that have already been added. // extents.Y = regionConnections.YEnd + conn.YEnd; // extents.X = regionConnections.XEnd + conn.XEnd; // conn.UpdateExtents(extents); extents.Y = rootConn.YEnd; extents.X = rootConn.XEnd; scene.BordersLocked = true; rootConn.RegionScene.BordersLocked = true; RegionData ConnectedRegion = new RegionData(); ConnectedRegion.Offset = offset; ConnectedRegion.RegionId = scene.RegionInfo.originRegionID; ConnectedRegion.RegionScene = scene; rootConn.ConnectedRegions.Add(ConnectedRegion); m_log.DebugFormat( "[REGION COMBINER MODULE]: Region {0} is to the southwest of Scene {1}, Offset: {2}, Extents: {3}", rootConn.RegionScene.RegionInfo.RegionName, newConn.RegionScene.RegionInfo.RegionName, offset, extents); rootConn.RegionScene.PhysicsScene.Combine(null, Vector3.Zero, extents); scene.PhysicsScene.Combine(rootConn.RegionScene.PhysicsScene, offset, Vector3.Zero); lock (rootConn.RegionScene.NorthBorders) { if (rootConn.RegionScene.NorthBorders.Count == 1)// && 2) { //compound border // already locked above rootConn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (rootConn.RegionScene.EastBorders) rootConn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (rootConn.RegionScene.WestBorders) rootConn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; } } lock (scene.SouthBorders) { scene.SouthBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocY - rootConn.RegionScene.RegionInfo.RegionLocY) * (int)Constants.RegionSize); //auto teleport south scene.SouthBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX; scene.SouthBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY; } lock (rootConn.RegionScene.EastBorders) { if (rootConn.RegionScene.EastBorders.Count == 1)// && conn.RegionScene.EastBorders.Count == 2) { rootConn.RegionScene.EastBorders[0].BorderLine.Z += (int)Constants.RegionSize; lock (rootConn.RegionScene.NorthBorders) rootConn.RegionScene.NorthBorders[0].BorderLine.Y += (int)Constants.RegionSize; lock (rootConn.RegionScene.SouthBorders) rootConn.RegionScene.SouthBorders[0].BorderLine.Y += (int)Constants.RegionSize; } } lock (scene.WestBorders) { scene.WestBorders[0].BorderLine.Z = (int)((scene.RegionInfo.RegionLocX - rootConn.RegionScene.RegionInfo.RegionLocX) * (int)Constants.RegionSize); //auto teleport West scene.WestBorders[0].TriggerRegionX = rootConn.RegionScene.RegionInfo.RegionLocX; scene.WestBorders[0].TriggerRegionY = rootConn.RegionScene.RegionInfo.RegionLocY; } /* else { conn.RegionScene.NorthBorders[0].BorderLine.Z += (int)Constants.RegionSize; conn.RegionScene.EastBorders[0].BorderLine.Y += (int)Constants.RegionSize; conn.RegionScene.WestBorders[0].BorderLine.Y += (int)Constants.RegionSize; scene.SouthBorders[0].BorderLine.Z += (int)Constants.RegionSize; //auto teleport south } */ // Reset Terrain.. since terrain normally loads first. //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised()); //conn.RegionScene.PhysicsScene.SetTerrain(conn.RegionScene.Heightmap.GetFloatsSerialised()); scene.BordersLocked = false; rootConn.RegionScene.BordersLocked = false; if (rootConn.ClientEventForwarder != null) rootConn.ClientEventForwarder.AddSceneToEventForwarding(scene); return true; //scene.PhysicsScene.Combine(conn.RegionScene.PhysicsScene, offset,extents); } private void DoWorkForRootRegion(RegionConnections rootConn, Scene scene) { m_log.DebugFormat("[REGION COMBINER MODULE]: Adding root region {0}", scene.RegionInfo.RegionName); RegionData rdata = new RegionData(); rdata.Offset = Vector3.Zero; rdata.RegionId = scene.RegionInfo.originRegionID; rdata.RegionScene = scene; // save it's land channel rootConn.RegionLandChannel = scene.LandChannel; // Substitue our landchannel RegionCombinerLargeLandChannel lnd = new RegionCombinerLargeLandChannel(rdata, scene.LandChannel, rootConn.ConnectedRegions); scene.LandChannel = lnd; // Forward the permissions modules of each of the connected regions to the root region lock (m_regions) { foreach (RegionData r in rootConn.ConnectedRegions) { ForwardPermissionRequests(rootConn, r.RegionScene); } } // Create the root region's Client Event Forwarder rootConn.ClientEventForwarder = new RegionCombinerClientEventForwarder(rootConn); // Sets up the CoarseLocationUpdate forwarder for this root region scene.EventManager.OnNewPresence += SetCourseLocationDelegate; // Adds this root region to a dictionary of regions that are connectable m_regions.Add(scene.RegionInfo.originRegionID, rootConn); } private void SetCourseLocationDelegate(ScenePresence presence) { presence.SetSendCourseLocationMethod(SendCourseLocationUpdates); } // This delegate was refactored for non-combined regions. // This combined region version will not use the pre-compiled lists of locations and ids private void SendCourseLocationUpdates(UUID sceneId, ScenePresence presence, List coarseLocations, List avatarUUIDs) { RegionConnections connectiondata = null; lock (m_regions) { if (m_regions.ContainsKey(sceneId)) connectiondata = m_regions[sceneId]; else return; } List CoarseLocations = new List(); List AvatarUUIDs = new List(); connectiondata.RegionScene.ForEachRootScenePresence(delegate(ScenePresence sp) { if (sp.UUID != presence.UUID) { CoarseLocations.Add(sp.AbsolutePosition); AvatarUUIDs.Add(sp.UUID); } }); DistributeCourseLocationUpdates(CoarseLocations, AvatarUUIDs, connectiondata, presence); } private void DistributeCourseLocationUpdates(List locations, List uuids, RegionConnections connectiondata, ScenePresence rootPresence) { RegionData[] rdata = connectiondata.ConnectedRegions.ToArray(); //List clients = new List(); Dictionary updates = new Dictionary(); // Root Region entry RegionCourseLocationStruct rootupdatedata = new RegionCourseLocationStruct(); rootupdatedata.Locations = new List(); rootupdatedata.Uuids = new List(); rootupdatedata.Offset = Vector2.Zero; rootupdatedata.UserAPI = rootPresence.ControllingClient; if (rootupdatedata.UserAPI != null) updates.Add(Vector2.Zero, rootupdatedata); //Each Region needs an entry or we will end up with dead minimap dots foreach (RegionData regiondata in rdata) { Vector2 offset = new Vector2(regiondata.Offset.X, regiondata.Offset.Y); RegionCourseLocationStruct updatedata = new RegionCourseLocationStruct(); updatedata.Locations = new List(); updatedata.Uuids = new List(); updatedata.Offset = offset; if (offset == Vector2.Zero) updatedata.UserAPI = rootPresence.ControllingClient; else updatedata.UserAPI = LocateUsersChildAgentIClientAPI(offset, rootPresence.UUID, rdata); if (updatedata.UserAPI != null) updates.Add(offset, updatedata); } // go over the locations and assign them to an IClientAPI for (int i = 0; i < locations.Count; i++) //{locations[i]/(int) Constants.RegionSize; { Vector3 pPosition = new Vector3((int)locations[i].X / (int)Constants.RegionSize, (int)locations[i].Y / (int)Constants.RegionSize, locations[i].Z); Vector2 offset = new Vector2(pPosition.X*(int) Constants.RegionSize, pPosition.Y*(int) Constants.RegionSize); if (!updates.ContainsKey(offset)) { // This shouldn't happen RegionCourseLocationStruct updatedata = new RegionCourseLocationStruct(); updatedata.Locations = new List(); updatedata.Uuids = new List(); updatedata.Offset = offset; if (offset == Vector2.Zero) updatedata.UserAPI = rootPresence.ControllingClient; else updatedata.UserAPI = LocateUsersChildAgentIClientAPI(offset, rootPresence.UUID, rdata); updates.Add(offset,updatedata); } updates[offset].Locations.Add(locations[i]); updates[offset].Uuids.Add(uuids[i]); } // Send out the CoarseLocationupdates from their respective client connection based on where the avatar is foreach (Vector2 offset in updates.Keys) { if (updates[offset].UserAPI != null) { updates[offset].UserAPI.SendCoarseLocationUpdate(updates[offset].Uuids,updates[offset].Locations); } } } /// /// Locates a the Client of a particular region in an Array of RegionData based on offset /// /// /// /// /// IClientAPI or null private IClientAPI LocateUsersChildAgentIClientAPI(Vector2 offset, UUID uUID, RegionData[] rdata) { IClientAPI returnclient = null; foreach (RegionData r in rdata) { if (r.Offset.X == offset.X && r.Offset.Y == offset.Y) { return r.RegionScene.SceneGraph.GetControllingClient(uUID); } } return returnclient; } public void PostInitialise() { } // /// // /// TODO: // /// // /// // public void UnCombineRegion(RegionData rdata) // { // lock (m_regions) // { // if (m_regions.ContainsKey(rdata.RegionId)) // { // // uncombine root region and virtual regions // } // else // { // foreach (RegionConnections r in m_regions.Values) // { // foreach (RegionData rd in r.ConnectedRegions) // { // if (rd.RegionId == rdata.RegionId) // { // // uncombine virtual region // } // } // } // } // } // } // Create a set of infinite borders around the whole aabb of the combined island. private void AdjustLargeRegionBounds() { lock (m_regions) { foreach (RegionConnections rconn in m_regions.Values) { Vector3 offset = Vector3.Zero; rconn.RegionScene.BordersLocked = true; foreach (RegionData rdata in rconn.ConnectedRegions) { if (rdata.Offset.X > offset.X) offset.X = rdata.Offset.X; if (rdata.Offset.Y > offset.Y) offset.Y = rdata.Offset.Y; } lock (rconn.RegionScene.NorthBorders) { Border northBorder = null; // If we don't already have an infinite border, create one. if (!TryGetInfiniteBorder(rconn.RegionScene.NorthBorders, out northBorder)) { northBorder = new Border(); rconn.RegionScene.NorthBorders.Add(northBorder); } northBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, offset.Y + (int) Constants.RegionSize); //<--- northBorder.CrossDirection = Cardinals.N; } lock (rconn.RegionScene.SouthBorders) { Border southBorder = null; // If we don't already have an infinite border, create one. if (!TryGetInfiniteBorder(rconn.RegionScene.SouthBorders, out southBorder)) { southBorder = new Border(); rconn.RegionScene.SouthBorders.Add(southBorder); } southBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //---> southBorder.CrossDirection = Cardinals.S; } lock (rconn.RegionScene.EastBorders) { Border eastBorder = null; // If we don't already have an infinite border, create one. if (!TryGetInfiniteBorder(rconn.RegionScene.EastBorders, out eastBorder)) { eastBorder = new Border(); rconn.RegionScene.EastBorders.Add(eastBorder); } eastBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, offset.X + (int)Constants.RegionSize); //<--- eastBorder.CrossDirection = Cardinals.E; } lock (rconn.RegionScene.WestBorders) { Border westBorder = null; // If we don't already have an infinite border, create one. if (!TryGetInfiniteBorder(rconn.RegionScene.WestBorders, out westBorder)) { westBorder = new Border(); rconn.RegionScene.WestBorders.Add(westBorder); } westBorder.BorderLine = new Vector3(float.MinValue, float.MaxValue, 0); //---> westBorder.CrossDirection = Cardinals.W; } rconn.RegionScene.BordersLocked = false; } } } /// /// Try and get an Infinite border out of a listT of borders /// /// /// /// public static bool TryGetInfiniteBorder(List borders, out Border oborder) { // Warning! Should be locked before getting here! foreach (Border b in borders) { if (b.BorderLine.X == float.MinValue && b.BorderLine.Y == float.MaxValue) { oborder = b; return true; } } oborder = null; return false; } public RegionData GetRegionFromPosition(Vector3 pPosition) { pPosition = pPosition/(int) Constants.RegionSize; int OffsetX = (int) pPosition.X; int OffsetY = (int) pPosition.Y; foreach (RegionConnections regConn in m_regions.Values) { foreach (RegionData reg in regConn.ConnectedRegions) { if (reg.Offset.X == OffsetX && reg.Offset.Y == OffsetY) return reg; } } return new RegionData(); } public void ForwardPermissionRequests(RegionConnections BigRegion, Scene VirtualRegion) { if (BigRegion.PermissionModule == null) BigRegion.PermissionModule = new RegionCombinerPermissionModule(BigRegion.RegionScene); VirtualRegion.Permissions.OnBypassPermissions += BigRegion.PermissionModule.BypassPermissions; VirtualRegion.Permissions.OnSetBypassPermissions += BigRegion.PermissionModule.SetBypassPermissions; VirtualRegion.Permissions.OnPropagatePermissions += BigRegion.PermissionModule.PropagatePermissions; VirtualRegion.Permissions.OnGenerateClientFlags += BigRegion.PermissionModule.GenerateClientFlags; VirtualRegion.Permissions.OnAbandonParcel += BigRegion.PermissionModule.CanAbandonParcel; VirtualRegion.Permissions.OnReclaimParcel += BigRegion.PermissionModule.CanReclaimParcel; VirtualRegion.Permissions.OnDeedParcel += BigRegion.PermissionModule.CanDeedParcel; VirtualRegion.Permissions.OnDeedObject += BigRegion.PermissionModule.CanDeedObject; VirtualRegion.Permissions.OnIsGod += BigRegion.PermissionModule.IsGod; VirtualRegion.Permissions.OnDuplicateObject += BigRegion.PermissionModule.CanDuplicateObject; VirtualRegion.Permissions.OnDeleteObject += BigRegion.PermissionModule.CanDeleteObject; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnEditObject += BigRegion.PermissionModule.CanEditObject; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnEditParcelProperties += BigRegion.PermissionModule.CanEditParcelProperties; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnInstantMessage += BigRegion.PermissionModule.CanInstantMessage; VirtualRegion.Permissions.OnInventoryTransfer += BigRegion.PermissionModule.CanInventoryTransfer; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnIssueEstateCommand += BigRegion.PermissionModule.CanIssueEstateCommand; //FULLY IMPLEMENTED VirtualRegion.Permissions.OnMoveObject += BigRegion.PermissionModule.CanMoveObject; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnObjectEntry += BigRegion.PermissionModule.CanObjectEntry; VirtualRegion.Permissions.OnReturnObjects += BigRegion.PermissionModule.CanReturnObjects; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnRezObject += BigRegion.PermissionModule.CanRezObject; //MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnRunConsoleCommand += BigRegion.PermissionModule.CanRunConsoleCommand; VirtualRegion.Permissions.OnRunScript += BigRegion.PermissionModule.CanRunScript; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnCompileScript += BigRegion.PermissionModule.CanCompileScript; VirtualRegion.Permissions.OnSellParcel += BigRegion.PermissionModule.CanSellParcel; VirtualRegion.Permissions.OnTakeObject += BigRegion.PermissionModule.CanTakeObject; VirtualRegion.Permissions.OnTakeCopyObject += BigRegion.PermissionModule.CanTakeCopyObject; VirtualRegion.Permissions.OnTerraformLand += BigRegion.PermissionModule.CanTerraformLand; VirtualRegion.Permissions.OnLinkObject += BigRegion.PermissionModule.CanLinkObject; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnDelinkObject += BigRegion.PermissionModule.CanDelinkObject; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnBuyLand += BigRegion.PermissionModule.CanBuyLand; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnViewNotecard += BigRegion.PermissionModule.CanViewNotecard; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnViewScript += BigRegion.PermissionModule.CanViewScript; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnEditNotecard += BigRegion.PermissionModule.CanEditNotecard; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnEditScript += BigRegion.PermissionModule.CanEditScript; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnCreateObjectInventory += BigRegion.PermissionModule.CanCreateObjectInventory; //NOT IMPLEMENTED HERE VirtualRegion.Permissions.OnEditObjectInventory += BigRegion.PermissionModule.CanEditObjectInventory;//MAYBE FULLY IMPLEMENTED VirtualRegion.Permissions.OnCopyObjectInventory += BigRegion.PermissionModule.CanCopyObjectInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnDeleteObjectInventory += BigRegion.PermissionModule.CanDeleteObjectInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnResetScript += BigRegion.PermissionModule.CanResetScript; VirtualRegion.Permissions.OnCreateUserInventory += BigRegion.PermissionModule.CanCreateUserInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnCopyUserInventory += BigRegion.PermissionModule.CanCopyUserInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnEditUserInventory += BigRegion.PermissionModule.CanEditUserInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnDeleteUserInventory += BigRegion.PermissionModule.CanDeleteUserInventory; //NOT YET IMPLEMENTED VirtualRegion.Permissions.OnTeleport += BigRegion.PermissionModule.CanTeleport; //NOT YET IMPLEMENTED } #region console commands public void FixPhantoms(string module, string[] cmdparams) { List scenes = new List(m_startingScenes.Values); foreach (Scene s in scenes) { s.ForEachSOG(delegate(SceneObjectGroup e) { e.AbsolutePosition = e.AbsolutePosition; } ); } } #endregion } }